added sfx for fail & spawn

This commit is contained in:
2024-04-29 15:52:09 +01:00
parent a4de1e1104
commit 7934c4d031
8 changed files with 78 additions and 13 deletions

View File

@@ -5,15 +5,27 @@ using UnityEngine;
public class AgentManager : MonoBehaviour
{
[SerializeField]
public EventReference m_BreathingSFX;
public EventReference m_RespawnSFX;
public EventReference m_FailSFX;
public GameObject m_Agent;
private void OnEnable()
{
CollisionDetection.m_PlaySoundOnContact += PlayOneShot;
RagDollAgent.m_MoveToNextModel += PlayRespawnSFX;
RagDollAgent.m_AgentFail += PlayAgentFail;
}
private void OnDisable()
{
CollisionDetection.m_PlaySoundOnContact -= PlayOneShot;
RagDollAgent.m_MoveToNextModel -= PlayRespawnSFX;
RagDollAgent.m_AgentFail -= PlayAgentFail;
}
private void Start()
{
PlayBreathing(m_Agent, m_BreathingSFX);
}
private void PlayOneShot(GameObject obj, float force, EventReference sound)
@@ -21,4 +33,18 @@ public class AgentManager : MonoBehaviour
AudioManager.instance.PlayOneShotAttached(sound, obj, force);
}
private void PlayBreathing(GameObject obj, EventReference sound)
{
AudioManager.instance.PlayOneShotAttachedBreathing(sound, obj, 1);
}
private void PlayRespawnSFX()
{
AudioManager.instance.PlaySound(m_RespawnSFX);
}
private void PlayAgentFail()
{
AudioManager.instance.PlaySound(m_FailSFX);
}
}

View File

@@ -26,7 +26,7 @@ public class AudioManager : MonoBehaviour
{
if (!m_Soundtrack.IsNull)
{
RuntimeManager.PlayOneShot(m_Soundtrack);
//RuntimeManager.PlayOneShot(m_Soundtrack);
}
}
@@ -43,6 +43,11 @@ public class AudioManager : MonoBehaviour
RuntimeManager.PlayOneShotAttached(sound, obj, force, 0.1f);
}
public void PlayOneShotAttachedBreathing(EventReference sound, GameObject obj, float force)
{
RuntimeManager.PlayOneShotAttached(sound, obj, force, 0.3f);
}
public void StopSound(EventInstance soundInst)
{
soundInst.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);